Refactor GPU resource management and rendering pipeline

- Introduced `Handle<T>` and `Identifier<T>` for lightweight, strongly-typed resource identifiers.
- Replaced `BitSet` with `UnsafeBitSet` for improved performance and memory safety.
- Refactored `Mesh` and `Material` into `MeshClass` and `MaterialClass` for better GPU resource handling.
- Added `D3D12ResourceDatabase` to centralize GPU resource tracking and lifecycle management.
- Updated `D3D12ShaderCompiler` to load shaders from disk and dynamically populate constant buffers and textures.
- Enhanced `ICommandBuffer` with new upload operations for buffers and textures.
- Refactored `Vertex` struct for simplified memory layout and better performance.
- Updated `MeshBuilder` and rendering logic to align with new resource and shader structures.
- Added `BindlessDescriptor` support to `TextureHandle` and `BufferHandle`.
- Removed unused classes and performed general cleanup.
- Updated unit tests and demos to reflect the new architecture.
This commit is contained in:
2025-09-19 23:20:15 +09:00
parent 6a504cefc8
commit a39f377533
39 changed files with 1669 additions and 826 deletions

View File

@@ -1,12 +1,9 @@
using Ghost.Graphics.D3D12;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Helpers;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics.Data;
internal struct CBufferCache : IDisposable
internal struct CBufferCache
{
public UnsafeArray<byte> CpuData
{
@@ -14,33 +11,18 @@ internal struct CBufferCache : IDisposable
set;
}
public GraphicsBuffer GpuResource
public BufferHandle GpuResource
{
get;
}
private readonly uint _alignedSize;
internal unsafe CBufferCache(uint bufferSize)
internal unsafe CBufferCache(BufferHandle buffer, uint bufferSize)
{
_alignedSize = (bufferSize + 255u) & ~255u;
CpuData = new((int)_alignedSize, Allocator.Persistent);
GpuResource = GraphicsBuffer.Create(_alignedSize, GraphicsBuffer.Usage.Constant);
GpuResource.Name = "Material_CBufferCache";
UploadToGpu();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void UploadToGpu()
{
GpuResource.SetData(CpuData.AsSpan(), 0);
}
public readonly void Dispose()
{
CpuData.Dispose();
GpuResource.Dispose();
GpuResource = buffer;
}
}